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Topics - Groovy Patrol

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I have a serious problem with the filtering of imported bitmaps in fill layers.  I noticed this at first when importing base color images that I had to export to Mudbox to properly seam, since painter does not fully support UDIM's.   In the course of investigating that issue I noticed something even worse.  I wanted to add some height to some blood on my model, so I used a mask and the height channel to create it.  In order to have the blood override the base normal map I needed to load it into a fill layer, since "replace" will not work with a map loaded in the "additional maps" normal slot.  By doing this, filtering ruins the seams on all the maps. 

On the right you will see the normal maps as exported from Zbrush.  When they are plugged into the "additional maps" slot they look the same.  As soon as they are added to a fill layer however, the seams wind up looking like the image on the left.  Changing the type of filtering seems to have no effect whatsoever. 


There seems to be no way to turn off filtering for a fill layer.  Is there any way to fix this?  Any help would be appreciated.  I am using version 2017.1.0 build 1661.  Thanks.

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I recently acquired a gtx 1070.  Prior to installing the card I updated painter from 2.4.1.1383 to 2.5.1.1498.  The driver I was using was 376.33.  After updated painter I loaded a project I had made using the currently installed driver and the currently installed hardware (750ti).  The project is made up of 5 udim tiles. The project loaded fine, except for the texture set that is selected by default.  As the file first loads, it looks correct, but as the progress bar finishes, it is as if something has changed with the blending modes I was using to make a blood material.  I thought it was the outdated pbr shader, but loading the new one changed nothing.

I figured a new driver was worth a shot, so I uninstalled the old Nvidia drivers and shut down to install the new card.  The new drivers made no difference.  I thought something may have changed with the gloss plastic material I had used as a base for the blood, so I created a new material from scratch using all the same parameters and that didn't help either.  Have there been any recent changes to the blending modes or how they interact?

One other thing...I'm not sure if it has always been the case, but if I select a layer in my stack and then click on any material in the shelf it replaces whatever is in the layer with itself.  I could be wrong, but I don't remember it doing that previously.  Any help would be appreciated.

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